Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p42This one was a disappointment. You know that feeling of satisfaction you get when you eat something just to come back to it later with more refined tastes and realize how disgusting it actually is? This was that moment for me. What I thought was a nice balance was bitter. What I thought was freshness was really stale. Yuck.Molecule Man (Classic) 5 Star (Epic)Health: ModerateMatch Damage: Moderate Transfiguration 8 APYour greatest weapons are but mere toys to the Molecule Man. Convert all Countdown tiles to strength 19 friendly Strike or Shield tiles.(PASSIVE) When an enemy fires a power, create 4 3-turn Countdown tiles that convert 1 Red, Black, or Blue tile to Purple when they expire.(At level 255) Level 2: ...strength 22 tiles... (PASSIVE) ...create 5 3-turn Countdown tiles...Level 3: ...strength 25 tiles... (PASSIVE) ...create 6 3-turn Countdown tiles...Level 4: ...strength 29 tiles... (PASSIVE) ...create 8 3-turn Countdown tiles...Level 5: ...strength 35 tiles... (PASSIVE) ...create 10 3-turn Countdown tiles... Transmogrification 5 APMolecule Man's destructive tendencies often hinder the progress of his allies. Create a 1-turn Repeater tile that removes 1 friendly Strike, Attack, or Protect tile, adding 1 charge to it for each one removed. When this tile is matched or destroyed, deal 120 damage for each charge on it.(At level 255) Level 2: ...deal 144 damage for each charge on it.Level 3: ...deal 173 damage for each charge on it.Level 4: ...deal 207 damage for each charge on it.Level 5: ...deal 249 damage for each charge on it. Obliteration 10 APWith a single thought, Molecule Man threatens the existence of some of the most powerful beings in the universe. Destroy all special tiles in a selected row dealing 77 damage to the enemy team for each tile destroyed and decreasing enemy AP for each Basic color tile. (Destroyed tiles do not deal damage or generate AP.)(At level 255) Level 2: Deal 96 damage for each special tile destroyed.Level 3: Deal 120 damage for each special tile destroyed.Level 4: Deal 150 damage for each special tile destroyed.Level 5: Deal 188 damage for each special tile destroyed. Decrease enemy AP for each Basic and Team-Up tile.Developer's Notes:Transfiguration converts both friendly and enemy Countdown tiles to random Strike or Shield tiles.Transfiguration Countdown tiles convert basic and special tiles when they expire.Obliteration decreases enemy AP for the correlated tile. For example, if 2 Blue and 1 Red Basic tiles are present, Obliteration will decrease enemy AP by 2 Blue and 1 Red.Obliteration destroys both friendly and enemy special tiles.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p44This one annoyed me for a long time. I finally got it right, but something still annoyed me. I just realized what that annoyance was. A small tweak and this one feels so much better to me now.Ultimate Spider Slayer (Alistaire Smythe) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Arachnid Hunter 5 APAlistaire Smythe aggressively pursues his arch nemesis. Armed with special web-shooters, he creates 2 web tiles. Then, if there are 6 or more web tiles, remove 1 web tile and gain 1 Blue AP.(At level 70)Level 2: ...creates 3 web tiles.Level 3: ...creates 4 web tiles.Level 4: ...creates 5 web tiles.Level 5: ...gain 1 Blue and 1 Green AP. Spider-Slayers 9 APWith his target in sight, Smythe summons a unit of spider-slaying robots to his location. Create 2 3-turn Countdown tiles. When they expire, deal 947 damage plus 332 more damage if the target is a web-slinger, then create 2 web tiles.(At level 70)Level 2: Create 3 3-turn Countdown tiles.Level 3: ...deal 1315 damage and 460 extra if target is a web-slinger.Level 4: ...deal 1827 damage and 639 extra if target is a web-slinger.Level 5: Create 4 3-turn Countdown tiles. ...create 3 web tiles. Extreme Malice 10 APSmythe's biorganic carapace gives him the strength and speed needed to take on the webbed menace. Deal 556 damage and destroy a random 2x2 block of tiles, dealing 556 additional damage for each web tile destroyed. (Destroyed tiles do not deal damage or generate AP.)(At level 70)Level 2: Deal 632 damage, plus 632 for each web tile destroyed.Level 3: Deal 784 damage, plus 784 for each web tile destroyed.Level 4: Deal 861 damage, plus 861 for each web tile destroyed.Level 5: Deal 1090 damage, plus 1090 for each web tile destroyed.Developer's Notes:Spider-Slayers' Countdown tiles create web tiles when they expire. This effect is separate from the damage dealt.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p44I like the original post, however, it contains a mechanic that, though possible, would probably not be a great idea to implement. Danger (Classic) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Hard Light Hologram 5 APDanger creates illusive constructs that alter the environment and her enemy's senses. Change 2 tiles in the enemy team's strongest color to their weakest color.(PASSIVE) Friendly matches in the enemy team's weakest color generates 1 additional Purple AP.(At level 70)Level 2: Change 3 tilesLevel 3: Change 3 tilesLevel 4: Change 4 tilesLevel 5: Change 6 tiles Hard Light Laser 12 APDanger fires a beam of hard light at her target, dealing 2932 damage. This power costs 1 less for every 3 tiles in the enemy team's weakest color (min cost 8). (PASSIVE) Danger's matches and powers deal 40% less damage to members of the X-Men.(At level 70)Level 2: Deals 3331 damageLevel 3: Deals 3966 damageLevel 4: Deals 4958 damageLevel 5: Deals 6523 damage Battle Tactics 8 APDanger analyzes the enemy's strengths and weaknesses, then formulates the perfect plan to defeat them. Move 2 AP from the enemy team's strongest AP pool to their weakest AP pool, then decrease enemy Team-Up AP by 3.(PASSIVE) If you have 4 or more Purple AP, pay 4 AP and 4 AP instead for this power's cost.(At level 70)Level 2: Move 3 AP and decrease enemy Team-Up AP by 3Level 3: Move 3 AP and decrease enemy Team-Up AP by 4Level 4: Move 4 AP and decrease enemy Team-Up AP by 4Level 5: Move 5 AP and decrease enemy Team-Up AP by 5Developer's Notes:Hard Light Hologram's passive ability generates 1 Purple AP for each match rather than each tile.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p44After I originally submitted this one, there was something that bothered me about it. I eventually realized that I wanted to clean it up a bit and make better use of the Countdown tiles. The changes are subtle, but I like this one much more.Multiple Man (Jamie Madrox) 4 Star (Legendary)Health: ModerateMatch Damage: Low to Moderate Carbon Copy 0 AP(PASSIVE) Multiple Man duplicates himself whenever he takes damage. When Multiple Man receives 391 or more damage, create a 3-turn Dupe Countdown tile that, if matched by Multiple Man's team, generates 1 Team-Up AP and gives Multiple Man 45 health for each turn that was remaining on the Dupe Countdown tile.(At level 70)Level 2: 68 healthLevel 3: 102 healthLevel 4: 153 healthLevel 5: 230 health Multiplicity 10 APDuplicates everywhere. So many dupes. There are dupes of dupes. Drain 5 Team-Up AP, remove 1 Dupe Countdown tile, and create 2 3-turn Dupe Countdown tiles.(PASSIVE) This power costs 1 less for every Team-Up AP you have over 5.(At level 70)Level 2: ...remove up to 3 tiles and create twice as many tiles as removedLevel 3: ...remove up to 5 tiles and create twice as many tiles as removedLevel 4: Drain 4... (PASSIVE) costs 1 less for every Team-Up AP you have over 4Level 5: Drain 3... (PASSIVE) costs 1 less for every Team-Up AP you have over 3 Army of One 12 APMultiple Man and his army of duplicates rush the battlefield. Deal 890 damage and destroy a random tile for every Dupe Countdown tile (does not generate AP). For each Dupe Countdown tile destroyed this way, increase the counter on the remaining Dupe Countdown tiles by 1.(PASSIVE) At the start of the turn, deal 11 damage for each friendly Dupe Countdown tile.(At level 70)Level 2: Deal 961 damage... (PASSIVE) Deal 17 damage for each...Level 3: Deal 1113 damage... (PASSIVE) Deal 26 damage for each...Level 4: Deal 1416 damage... (PASSIVE) Deal 40 damage for each...Level 5: Deal 2023 damage... (PASSIVE) Deal 60 damage for each...Developer's Notes:Dupe Countdown tiles created by Multiplicity are the same as Dupe Countdown tiles created by Carbon Copy.Therefore, when matched, by Multiple Man's team, they will generate Team-Up AP and give Multiple Man health.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p45Somehow I completely overlooked some simple details in this one. In addition, this concept was a little underwhelming.Surge (Noriko Ashida) 4 Star (Legendary)Affiliation: X-Men, HeroesHealth: ModerateMatch Damage: Above moderate Charge 0 AP(PASSIVE) Surge absorbs ambient electricity, enhancing her abilities, but making them go haywire if she absorbs too much. Increase Surge's match damage by 3% for each charged tile (max 300%). If there are more than 15 charged tiles, Surge deals 461 damage to the enemy team and 128 damage to allies when she fires a power.(At level 70)Level 2: Increase match damage by 4%. Deals 576 and 160 damage.Level 3: Increase match damage by 5%. Deals 720 and 200 damage.Level 4: Increase match damage by 7%. Deals 900 and 250 damage.Level 5: Increase match damage by 10%. Deals 1080 and 300 damage. Discharge 0 AP(PASSIVE) Unable to contain it all, electricity leaks from Surge's body. At the start of the turn, deal 22 damage for each charged tile.(At level 70)Level 2: Deal 28 damage for each charged tile.Level 3: Deal 35 damage for each charged tile.Level 4: Deal 43 damage for each charged tile.Level 5: Deal 54 damage for each charged tile. Mind Racing Speed 9 APSurge's thoughts begin to race as she stores more and more electricity. Convert 3 Basic color tiles to charged tiles.(PASSIVE) A match that Surge's team makes using all charged tiles creates a critical tile.(At level 70)Level 2: Convert 4Level 3: Convert 5Level 4: Convert 6Level 5: Convert 6 enemy Strike, Attack, Protect, or Basic color tiles to charged tiles.Developer's Notes:Mind Racing Speed's passive ability only creates a critical tile when all tiles matched are charged tiles. If 3 charged tiles are matched, a critical tile is created. If 5 or more charged tiles are matched, two critical tiles are created: one via normal game mechanics and one additional via Mind Racing Speed. The placement of the critical tile created by Mind Racing Speed is the same as normally created critical tiles.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p43I like this one, but it was a little off to me so I'm revisiting it to see if I can make it a bit better.Banshee (The Morrigan) 5 Star (Epic)Affiliation: HeroesHealth: ModerateMatch Damage: High [edit] Above Moderate Siren's Song 0 AP(PASSIVE) Banshee's voice causes those who hear it to fall in love with her. While Banshee is in front, enemy powers cost 1 AP more and you gain 1 AP in the fired power's color(s) when an enemy fires a power.(At level 255) Level 2: ... enemy powers cost 1AP more and you gain 2 AP...Level 3: ... enemy powers cost 2AP more and you gain 2 AP...Level 4: ... enemy powers cost 2AP more and you gain 3 AP...Level 5: ... enemy powers cost 3AP more and you gain 3 AP... Sonic Lance 12 APBanshee releases a concentrated blast of sonic waves to decimate her target. Deal 3749 damage.(PASSIVE) The first time this power is fired during a turn that Banshee returns from airborne, this power costs 2 AP less.(At level 255) Level 2: Deal 4373 damage.Level 3: Deal 4998 damage.Level 4: Deal 6248 damage.Level 5: Deal 6248 damage. (PASSIVE) ... this power costs 3 AP less. Ascension 11 APWith her goal achieved, the Morrigan takes her leave. Send Banshee airborne. While Banshee is airborne, this power becomes Prayer Summoning.(At level 255)Level 2: no changeLevel 3: no changeLevel 4: no changeLevel 5: (PASSIVE) If Banshee would be stunned, send her airborne instead.==> Prayer Summoning 0 AP(PASSIVE) Banshee appears to those who cry out to her. At the start of her turn, if Banshee is airborne, return her and remove up to 20 Strike, Attack, and Protect tiles gaining 138 health for each one removed. This power becomes Ascension.(At level 255) Level 2: ... gaining 166 health... Level 3: ... gaining 199 health... Level 4: ... gaining 238 health... Level 5: ... gaining 286 health... Developer's Notes:Prayer Summoning removes friendly and enemy tiles.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p41Yet another 3* suggestion that I decided to convert to a 4*. I like the premise behind her powers, so only small changes here.Armor (Hisako Ichiki) 4 Star (Legendary)Affiliation: Heroes, Mutants, New Mutants, S.W.O.R.D.Health: ModerateMatch damage: Moderate Exo 8 APHisako armors up to protect her family and friends. Create a 3-turn Fortified Yellow Exo Countdown tile that decreases damage to Armor by 10%. While this tile is present, Armor cannot be stunned and Armor's Red and Black powers are replaced with new powers.(At level 70)Level 2: Decreases damage to Armor by 15%.Level 3: Decreases damage to Armor by 20%.Level 4: Decreases damage to Armor by 30%.Level 5: Creates a 4-turn tile. Decreases damage to Armor by 50%. Fighting Spirit 0 AP(PASSIVE) "No matter wheat happens next, you lose." While Armor is in front, she generates 1 Yellow AP whenever she takes damage.(At level 70)Level 2: No change.Level 3: No change.Level 4: No change.Level 5: No change.>>> Concentrated Blast 5 APWith great focus, Armor releases energy to blast her opponent, but not without consequences. Decrease an Exo Countdown tile by 1 and deal 683 damage to the target.(At level 70)Level 2: Deal 804 damage.Level 3: Deal 1005 damage.Level 4: Deal 1340 damage.Level 5: Deal 1914 damage. Broken Bonds 0 AP(PASSIVE) The pain of losing loved ones pushes Armor to unforeseen levels. Exo costs 1 less for each downed ally.(At level 70)Level 2: No change.Level 3: No change.Level 4: Costs 2 less for each downed ally (to a minimum of 5).Level 5: Costs 3 less for each downed ally (to a minimum of 4).>>> Enduring Courage 5 APAs long as there is hope, Armor always gets back up. Convert 1 random tile to Yellow and generate 1 Red AP. This power ends the turn.(PASSIVE) When an enemy fires a power, add 1 to an Exo Countdown tile.(At level 70)Level 2: Convert 2 random tiles to Yellow and generate 1 Red AP.Level 3: Convert 3 random tiles to Yellow and generate 1 Red AP.Level 4: Convert 4 random tiles to Yellow and generate 2 Red AP.Level 5: Convert 6 random tiles to Yellow and generate 3 Red AP.
Akoni said: Original post: https://forums.d3go.com/discussion/2257/what-marvel-character-are-you-hoping-for-post-movesets/p41Here's another 3* that I'm converting to a 4* with modifications.Grey Gargoyle (Paul Duval) 3 Star (Rare)Affiliation: VillainsHealth: Above moderateMatch damage: Moderate Stone Cold 9 APOne touch from Grey Gargoyle will leave you frozen in your tracks. Stun the target for 1 turn and create a 2-turn Countdown tile targeting the stunned enemy that prevents powers in that character's strongest color from firing. (At level 70)Level 2: Stun for 2 turns, 2-turn Countdown tileLevel 3: Stun for 3 turns, 2-turn Countdown tile Level 4: Stun for 3 turns, 3-turn Countdown tileLevel 5: Stun for 4 turns, 3-turn Countdown tile On the Rocks 8 APEverything Grey Gargoyle touches turns to stone, but what's more beautiful than natural stone? Lock 2 random non-Blue color tiles. This power costs 1 less for every 4 locked Basic color and special tiles (to a minimum cost of 4).(PASSIVE) If there are less than 4 Blue tiles, convert 1 locked tile to a Basic Blue color tile.(At level 70)Level 2: Lock 2... costs 1 less for every 4... (PASSIVE) If there are less than 5...Level 3: Lock 3... costs 1 less for every 4... (PASSIVE) If there are less than 5...Level 4: Lock 3... costs 1 less for every 3... (PASSIVE) If there are less than 5...Level 5: Lock 3... costs 1 less for every 3... (PASSIVE) If there are less than 6... Take It For Granite 12 APWhen you're surrounded by stone, everything is a weapon. Unlock all locked tiles, then create a Fortified Yellow Strike tile with strength 22 for each tile unlocked.(At level 70)Level 2: Strength 26 times the number of tiles unlocked.Level 3: Strength 33 times the number of tiles unlocked.Level 4: Strength 43 times the number of tiles unlocked.Level 5: Strength 62 times the number of tiles unlocked.